2012
DOI: 10.1159/000335662
|View full text |Cite
|
Sign up to set email alerts
|

Co-Occurrence of Addictive Behaviours: Personality Factors Related to Substance Use, Gambling and Computer Gaming

Abstract: Aim: To investigate co-occurrence and shared personality characteristics of problematic computer gaming, problematic gambling and substance use. Methods: Cross-sectional survey data were collected from 2,553 German students aged 12–25 years. Self-report measures of substance use (alcohol, tobacco and cannabis), problematic gambling (South Oaks Gambling Screen – Revised for Adolescents, SOGS-RA), problematic computer gaming (Video Game Dependency Scale, KFN-CSAS-II), and of twelve different personality characte… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

25
237
4
18

Year Published

2016
2016
2022
2022

Publication Types

Select...
4
2
1

Relationship

0
7

Authors

Journals

citations
Cited by 307 publications
(285 citation statements)
references
References 68 publications
25
237
4
18
Order By: Relevance
“…The results suggest that gamblers were more likely than non-gamblers to play video games and that video game players were more likely than non-players to gamble. These results are in line with previous findings that correlate problematic video game playing with gambling (Walther et al, 2012), but contradict other findings (Forrest et al, 2016;King et al, 2012). Although Forrest et al (2016) found that video gaming frequency did not correlate significantly with the frequency of gambling for money, they studied a population of video game players, whereas we investigated the gambling and video game habits among a general sample of college students.…”
Section: Discussionsupporting
confidence: 87%
See 3 more Smart Citations
“…The results suggest that gamblers were more likely than non-gamblers to play video games and that video game players were more likely than non-players to gamble. These results are in line with previous findings that correlate problematic video game playing with gambling (Walther et al, 2012), but contradict other findings (Forrest et al, 2016;King et al, 2012). Although Forrest et al (2016) found that video gaming frequency did not correlate significantly with the frequency of gambling for money, they studied a population of video game players, whereas we investigated the gambling and video game habits among a general sample of college students.…”
Section: Discussionsupporting
confidence: 87%
“…On the basis of earlier findings of high levels of both gambling and problem gambling among video game-playing adolescents, as well as regular video game playing among gamblers (Delfabbro et al, 2009;Griffiths, 1991;Gupta & Derevensky, 1996;Ladouceur & Dubé, 1995;Walther et al, 2012;Wood, Gupta, et al, 2004), we predicted that gamblers, relative to non-gamblers, would be more likely to play video games and that video game players would be more likely than non-players to gamble. The results suggest that gamblers were more likely than non-gamblers to play video games and that video game players were more likely than non-players to gamble.…”
Section: Discussionmentioning
confidence: 97%
See 2 more Smart Citations
“…Several studies have examined the relationship between problematic online gaming and mental health, especially psychological distress (e.g., Kim et al, 2016;King & Delfabbro, 2016;Son et al, 2013). Empirical studies have demonstrated that problematic online gaming has been associated with depression (Andreassen et al, 2016;Brunborg et al, 2014;Liau et al, 2015;Männikkö et al, 2015, Mentzoni et al, 2011Peng & Liu, 2010;Van Rooij et al, 2014;Wei et al, 2012), anxiety (Andreassen et al, 2016;Männikkö et al, 2015;Mentzoni et al, 2011), and social anxiety (Van Rooij et al, 2014;Walther et al, 2012;Wei et al, 2012). However, negative outcomes of excessive gaming affect only a minority of online gamers.…”
Section: Introductionmentioning
confidence: 99%